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1 minute ago, linuxgurugamer said:

You don't really need to repeat my words back at me.

In his words, he said:

  Reveal hidden contents

it'll be some hours, but I'll send you the configs I've been using.

Which, oftentimes (not always), means that in a private message.  I requested they be posted in the forum.

then send him a private message rather than repeating the obvious I already asked for

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2 hours ago, linuxgurugamer said:

@4x4cheesecake do the shaders need recreating for 1.5.1?

So far, it doesn't seem to be necessary, I just don't know if this bundle already got the latest update of the postprocessing stack (27. Nov 2017)

 

edit: to contribute to the ongoing discussion about changing settings ingame: there are already some code pieces for an UI but it is far away from beeing finished. Anyway, you can create multiple configs and switch between them ingame (keybindings are set in the 'Settings.cfg' of KS3P). I'm not quiet sure if it is possible to edit and switch to a different profile while the game is running but you can def. use many profiles with minor differences in the settings for one shader and check the results ingame. It will save some time :)

Edited by 4x4cheesecake
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4 hours ago, The-Doctor said:

he said he would do it in a few hours no need to post this, read above your comment before filling up the forum with unnecessary posts

Jeeze, dude. Settle down.  ;)

LGG can be accused of a few things, I'm sure, but filling the forum with unnecessary posts is hardly one of them. [edit: adding additional ;) here]

Here's my not-at-all-sophisticated-or-thought-out config.cfg content:

Spoiler

KS3P
{
	Name = Default
	
	//Profile for the SPH & VAB
	SETUP
	{
		Scene = VAB
		Anti_Aliasing
		{
			Mode = FXAA //Can also be 'TAA' (Temporal Anti Aliasing)
			Quality = 4
			//Quality legend:
			//0: extreme performance
			//1: performance
			//2: default
			//3: quality
			//4: extreme quality
			
			//Default TAA settings
			//Jitter = 0.75
			//Blend_Stationary = 0.95
			//Blend_Motion = 0.85
			//Sharpen = 0.3
		}
		Bloom
		{
			//Bloom settings
			// Anti_Flicker = true
			// Intensity = 0.89
			// Radius = 6.5
			// Soft_Knee = 0.78
			// Threshold = 1.13
			
			//Lens dirt settings
			Dirt_Enabled = true
			Dirt_Tex = KS3P/Textures/LensDirt02
			Dirt_Intensity = 0
		}
//		Color_Grading
//		{
//			Preset = ACES
//		}
		Vignette
		{
			Center = 0.5, 0.5
			Color = 0,0,0,1
			Intensity = 0.41
			Opacity = 1
			Roundness = 1
			Smoothness = 0.46
			Rounded = false
			Mode = 0
		}
	}
	
	SETUP
	{
		Scene = SPH
		Anti_Aliasing
		{
			Mode = FXAA //Can also be 'TAA' (Temporal Anti Aliasing)
			Quality = 4
			//Quality legend:
			//0: extreme performance
			//1: performance
			//2: default
			//3: quality
			//4: extreme quality
			
			//Default TAA settings
			//Jitter = 0.75
			//Blend_Stationary = 0.95
			//Blend_Motion = 0.85
			//Sharpen = 0.3
		}
		Bloom
		{
			//Bloom settings
			Anti_Flicker = true
			Intensity = 0.89
			Radius = 6.5
			Soft_Knee = 0.78
			Threshold = 1.13
			
			//Lens dirt settings
			Dirt_Enabled = true
			Dirt_Tex = KS3P/Textures/LensDirt02
			Dirt_Intensity = 0
		}
//		Color_Grading
//		{
//			Preset = ACES
//		}
		Vignette
		{
			Center = 0.5, 0.5
			Color = 0,0,0,1
			Intensity = 0.41
			Opacity = 1
			Roundness = 1
			Smoothness = 0.46
			Rounded = false
			Mode = 0
		}
	}

	//Profile for flight
	SETUP
	{
		Scene = Flight
		Bloom
		{
			Anti_Flicker = true
			Intensity = 0.25
			//Radius = 4.27
			Radius = 2
			Soft_Knee = 0.78
			Threshold = 1.13
			Dirt_Enabled = True
			Dirt_Tex = KS3P/Textures/LensDirt01
			Dirt_Intensity = 0
		}
		Anti_Aliasing
		{
			Mode = FXAA
			Quality = 4
		}
//		Depth_Of_Field
//		{
//			Focus_Distance = 10
//			Aperture = 25.7
//			Use_Camera_FOV = False
//			Focal_Length = 149
//			Kernel_Size = 3
//		}
//		Color_Grading
//		{
//			Preset = ACES
//		}
		Eye_Adaptation
		{
			Luminosity_Minimum = -6
			Luminosity_Maximum = 14
			Maximum_EV = -5
			Minimum_EV = 1
			Dynamic_Key_Value = False
			Type = 0
			Speed_Up = 2
			Speed_Down = 1
			Range = 0.5,1
			Key_Value = 0.3
		}
//		Vignette
//		{
//			Center = 0.5,0.5
//			Color = 0,0,0,1
//			Intensity = 0.366
//			Opacity = 1
//			Roundness = 1
//			Smoothness = 0.657
//			Rounded = False
//			Mask = KS3P/Textures/Null
//			Mode = 0
//		}
        Ambient_Occlusion
        {
            Ambient_Only = false
            Downsampling = false
            Force_Forward_Compatibility = false
            High_Precision = false
            Intensity = 1
            Radius = 0.15
            Sample_Count = 2
        }
	}

	SETUP
	{
		Scene = EVA
		Bloom
		{
			Anti_Flicker = true
			Intensity = 1.73
			//Radius = 4.27
			Radius = 2.1
			Soft_Knee = 0.872
			Threshold = 1.1
			Dirt_Enabled = True
			Dirt_Tex = KS3P/Textures/LensDirt01
			Dirt_Intensity = 0
		}
		Anti_Aliasing
		{
			Mode = FXAA
			Quality = 4
		}
//		Color_Grading
//		{
//			Preset = ACES
//		}
		Eye_Adaptation
		{
			Luminosity_Minimum = -6
			Luminosity_Maximum = 14
			Maximum_EV = -5
			Minimum_EV = 1
			Dynamic_Key_Value = False
			Type = 0
			Speed_Up = 2
			Speed_Down = 1
			Range = 0.5,1
			Key_Value = 0.3
		}
//		Vignette
//		{
//			Center = 0.5,0.5
//			Color = 0,0,0,1
//			Intensity = 0.366
//			Opacity = 1
//			Roundness = 1
//			Smoothness = 0.657
//			Rounded = False
//			Mask = KS3P/Textures/Null
//			Mode = 0
//		}
        Ambient_Occlusion
        {
            Ambient_Only = false
            Downsampling = false
            Force_Forward_Compatibility = false
            High_Precision = false
            Intensity = 1
            Radius = 0.15
            Sample_Count = 2
        }
	}

	SETUP
	{
		Scene = IVA
		Bloom
		{
			Anti_Flicker = true
			Intensity = 1.73
			Radius = 4.27
			Soft_Knee = 0.872
			Threshold = 1.1
			Dirt_Enabled = True
			Dirt_Tex = KS3P/Textures/LensDirt01
			Dirt_Intensity = 1
		}
		Anti_Aliasing
		{
			Mode = FXAA
			Quality = 4
		}
		Eye_Adaptation
		{
			Luminosity_Minimum = -6
			Luminosity_Maximum = 14
			Maximum_EV = -5
			Minimum_EV = 1
			Dynamic_Key_Value = False
			Type = 0
			Speed_Up = 2
			Speed_Down = 1
			Range = 0.5,1
			Key_Value = 0.3
		}
		Vignette
		{
			Center = 0.5,0.5
			Color = 0,0,0,1
			Intensity = 0.366
			Opacity = 1
			Roundness = 1
			Smoothness = 0.657
			Rounded = False
			Mask = KS3P/Textures/Null
			Mode = 0
		}
        Ambient_Occlusion
        {
            Ambient_Only = false
            Downsampling = false
            Force_Forward_Compatibility = false
            High_Precision = false
            Intensity = 1
            Radius = 0.15
            Sample_Count = 2
        }
	}

	SETUP
	{
		Scene = MainMenu
		Bloom
		{
			//Bloom settings
			Anti_Flicker = false
			Intensity = 0.35
			Radius = 1.7
			Soft_Knee = 1
			Threshold = 1.13
			
			//Lens dirt settings
			Dirt_Enabled = true
			Dirt_Tex = KS3P/Textures/LensDirt02
			Dirt_Intensity = 3
		}
//		Color_Grading
//		{
//			Preset = ACES
//		}
	}
	SETUP
	{
		Scene = KSC
		Bloom
		{
			Anti_Flicker = true
			Intensity = 1.73
			Radius = 4.27
			Soft_Knee = 0.872
			Threshold = 1.1
			Dirt_Enabled = True
			Dirt_Tex = KS3P/Textures/LensDirt01
			Dirt_Intensity = 4
		}
		Anti_Aliasing
		{
			Mode = FXAA
			Quality = 4
		}
		Depth_Of_Field
		{
			Focus_Distance = 10
			Aperture = 25.7
			Use_Camera_FOV = False
			Focal_Length = 149
			Kernel_Size = 3
		}
		Eye_Adaptation
		{
			Luminosity_Minimum = -6
			Luminosity_Maximum = 14
			Maximum_EV = -5
			Minimum_EV = 1
			Dynamic_Key_Value = False
			Type = 0
			Speed_Up = 2
			Speed_Down = 1
			Range = 0.5,1
			Key_Value = 0.3
		}
		Vignette
		{
			Center = 0.5,0.5
			Color = 0,0,0,1
			Intensity = 0.366
			Opacity = 1
			Roundness = 1
			Smoothness = 0.657
			Rounded = False
			Mask = KS3P/Textures/Null
			Mode = 0
		}
	}
	SETUP
	{
		Scene = 4
		Bloom
		{
			Anti_Flicker = true
			Intensity = 1.73
			Radius = 4.27
			Soft_Knee = 0.872
			Threshold = 1.1
			Dirt_Enabled = True
			Dirt_Tex = KS3P/Textures/LensDirt01
			Dirt_Intensity = 4
		}
		Anti_Aliasing
		{
			Mode = FXAA
			Quality = 4
		}
		Eye_Adaptation
		{
			Luminosity_Minimum = -6
			Luminosity_Maximum = 14
			Maximum_EV = -5
			Minimum_EV = 1
			Dynamic_Key_Value = False
			Type = 0
			Speed_Up = 2
			Speed_Down = 1
			Range = 0.5,1
			Key_Value = 0.3
		}
		Vignette
		{
			Center = 0.5,0.5
			Color = 0,0,0,1
			Intensity = 0.366
			Opacity = 1
			Roundness = 1
			Smoothness = 0.657
			Rounded = False
			Mask = KS3P/Textures/Null
			Mode = 0
		}
//		Color_Grading
//		{
//			preset = ACES
//		}
	}
}

 

Looking at them again, I basically hid the components that caused the most darkening, fuzzing, or white blow-out (bloom) effects. The rest, I dialed down by a notch or two, but without any real clear guidance or plan. I *did* leave lots of stuff active for the Space Center view, since I assume it's from a camera mounted high atop a nearby radio antenna, and has a smeary, weather-protected enclosure. ;)

Edited by Beetlecat
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I'm making a collection of various configs for this.  So far I've gotten configs from the thread, from the following:

@4x4cheesecake, @Beetlecat, @Leandro Basi, @Rocket In My Pocket and @Jim Meillente.  

I'm going to make these available, if you have one to contribute, please send it to me with a brief description of it's features.

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2 minutes ago, linuxgurugamer said:

I'm making a collection of various configs for this.  So far I've gotten configs from the thread, from the following:

@4x4cheesecake, @Beetlecat, @Leandro Basi, @Rocket In My Pocket and @Jim Meillente.  

I'm going to make these available, if you have one to contribute, please send it to me with a brief description of it's features.

Fantastic idea!

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22 minutes ago, linuxgurugamer said:

I'm making a collection of various configs for this.  So far I've gotten configs from the thread, from the following:

@4x4cheesecake, @Beetlecat, @Leandro Basi, @Rocket In My Pocket and @Jim Meillente.  

I'm going to make these available, if you have one to contribute, please send it to me with a brief description of it's features.

Keep in mind that my config is just an example for various settings/how to add effects in the config and actually not meant to be used as a real config ;)
(And just to be sure you got the latest version version, here's the link again: https://www.dropbox.com/s/o6jftptho6xbm46/[WIP]example config-0.2.txt?dl=0 )

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19 minutes ago, 4x4cheesecake said:

Keep in mind that my config is just an example for various settings/how to add effects in the config and actually not meant to be used as a real config ;)
(And just to be sure you got the latest version version, here's the link again: https://www.dropbox.com/s/o6jftptho6xbm46/[WIP]example config-0.2.txt?dl=0 )

Thanks, I'll note that at the top

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1 hour ago, 4x4cheesecake said:

Keep in mind that my config is just an example for various settings/how to add effects in the config and actually not meant to be used as a real config ;)
(And just to be sure you got the latest version version, here's the link again: https://www.dropbox.com/s/o6jftptho6xbm46/[WIP]example config-0.2.txt?dl=0 )

Oh! Does this contain more settings to play with?

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12 hours ago, linuxgurugamer said:

I'm still busy with my mod updates, but I'm thinking about looking at this to see if a UI can be added to allow adjusting and changing during the game.

While I can't speak for KS3P's plugin code, I can say with certainty that the actual post-processing effects (at the shader level) will allow for in-game real-time adjustments.  For some of the effects there may be additional pre-configuration / re-configuration needed for some changes, but the shaders themselves have no issue with parameter changes.

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29 minutes ago, Beetlecat said:

Oh! Does this contain more settings to play with?

It contains all settings for each pp effect available in this mod (if I didn't miss one^^) but I had some troubles to find values for everything so it is not complete. For example: I still have no clue how to configure the color wheels for color grading since the unity editor uses some kind of 'color picker' for this.

Almost every line got a comment, containing the value type, an example value (if someone doesn't know what a boolean, float, etc...is), sometimes even min. and max. values if there are necessary. So if you want to add an effect which isn't available in the default config, you can take a look on my file and get the correct config node :)
 

Edited by 4x4cheesecake
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Sorry for my absence, everyone. Besides having lost interest in KSP for a while, I also had some problems to sort out that prevented me from giving this mod a proper lookover.

I'm back now, and will continue working on the mod. Allow me to list a few things being worked on.

Spoiler

- Full KSP 1.5.1 compatibility.

- A script that allows for exporting PostProcessingBundles from the Unity Editor to a .txt file, in a format that KS3P can read.

- Tweaked default config so the effects are less in-your-face and more subtle.

- Shaders recompiled against recent Unity versions to fix some exceptions.

- (hopefully) OpenGL fixed.

- Better documentation on what each effect does, and how taxing it is.

- Adjusting camera settings such as FOV.

- (Possibly) increasing shadow distance.

- (Possibly) editing other quality settings that are not accessible by default

I'm also working on an in-game editor, but I have no idea how mods like KittopiaTech and Scatterer handle in-game editing, so that's going to take a while to complete. Lastly, I'm looking into forcing the cameras to use a specific rendering path. If possible, I may add support for it. HOWEVER, games are usually built around a specific rendering path, so changing the rendering method from Forward to Deferred or vice versa can have terrible consequences. I'll test it beforehand to see if any such problems occur, but I may not notice everything.

So, if I add such a feature, use it with caution.

...

Okay, that wasn't really 'lastly'. I have one more thing to reveal.

Spoiler

I'm working on some custom shaders to allow for movie-like effects, for people who make KSP cinematics. Things such as desaturation, CCTV overlay and night vision are what I'm looking into specifically.

AAAAND I'm going to check if it is possible to tie some post-processing effects to certain planets and have them change depending on altitude. Think about the screen turning increasingly purple on Eve, or the colors becoming cooler on Vall or Eeloo.

 

Edited by The White Guardian
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Glad to see you back at the forum (and working on the mod) @The White Guardian :)

43 minutes ago, The White Guardian said:

AAAAND I'm going to check if it is possible to tie some post-processing effects to certain planets and have them change depending on altitude. Think about the screen turning increasingly purple on Eve, or the colors becoming cooler on Vall or Eeloo.

That sounds pretty cool :)

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1 minute ago, horace said:

dont know how to

 

The mod folder contains a 'Config.cfg' with all settings for each visual effect, also the lens dirt. To turn it off, look for these lines:

//Lens dirt settings
Dirt_Enabled = true
Dirt_Tex = KS3P/Textures/LensDirt02
Dirt_Intensity = 2

And delete them or type '//' in front of it (like in the first line).

Since each scene (flight, editor, etc..) got its own settings, you will find multiple entries and you have to delete all of them.

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@linuxgurugamer so where is this list going to be posted? Or is it just for personal use? Or was it posted and I missed it? Just curious.

It may be nice to have a list of user made/example configs in the OP? At the bottom perhaps, If @The White Guardian is alright with that.

Looking forward to the new features!

Edited by Rocket In My Pocket
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9 hours ago, Rocket In My Pocket said:

@linuxgurugamer so where is this list going to be posted? Or is it just for personal use? Or was it posted and I missed it? Just curious.

It may be nice to have a list of user made/example configs in the OP? At the bottom perhaps, If @The White Guardian is alright with that.

Looking forward to the new features!

Sorry, I've been busy with other stuff.

I'll probably put it up on Github tomorrow

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